See list of Weapons.
In BatMUD, there are many different types of weapons that you can use. Each weapon has its own unique properties that affect how well it can be used in battle. You can slash with a sword in one hand and a shield in the other, or cleave with a mighty two-handed axe, or dart in and out with a pair of daggers, or use any of dozens of weapon types.
When choosing a weapon, there are many factors to consider:
BatMUD weapons are broken down into some general categories, each of which has a skill assigned to it.
Most guilds encourage the use of at least one type of weapon and allow you to train that weapon skill. Rangers, for example, use bladed weapons to hack at the thick branches and vines that bar their path, and focus on axes, short blades, and long blades. Barbarians, on the other hand, like large, undignified, smashing weapons, and practice with axes and bludgeons. The soldiers of the Crimson Brigade are always ready to fight, and can train with any weapon!
In addition to training in the weapon skill itself, there are many other skills that are based on a certain type of weapon. The skill "stab", for example, is a direct attack with a short blade. It cannot be used with any other weapon type. The same can be said for "cleave" which uses axes, "impale" which requires a polearm, and so forth. Some skills can use more than one weapon type, so read the skill helpfile before you choose a weapon.
A special note about shields: shields can be used to attack, and the skill that does that is called "shield bash". However, merely equipping a shield can help reduce the risk of dying in combat, as hits from your opponents, especially those viciously harmful critical hits, will happen less often. The skill "parry" can be used with any weapon, but shields make the most use out of it.
These heavy bladed weapons include the samurai's katana, the knight's longsword, and the highlander's claymore.
These light bladed weapons include knives and daggers, as well as the short sword and the broadsword.
These non-bladed weapons range greatly in size, from the club and the staff to the maul and the flail.
This group of chopping weapons include the cleaver, the hand-axe, and the massive great axe.
While some polearms are small, such as the javelin, the larger ones, such as the pike, halberd, and lance, are the biggest weapons in the game! A Polearm is employed in combat by use of skill Polearms
In BatMUD, shields are not merely defensive tools, but can be used to bash your opponent. Members of the Kharim guild are known to be the masters of shield combat.
Within each general weapon category, there are multiple types of weapons in that category. While each is different, as a genaral rule, the larger weapons are heavier and hit for more damage, while the lighter ones are faster and hit more easily.
Choose the type of weapon based on your character's size and strength. Larger races can use larger weapons more easily -- an ogre has little to no trouble using a two-handed sword (or a '2h sword' as it is known in BatMUD) with the same ease as a human wields a longsword, or a hobbit wields a shortsword. Many players choose the weapon type that is the largest they can easily wield in one hand, but you do not have to. Wielding a weapon in two (or even three or four) hands improves the weapon's accuracy, speed, damage, and your overall control of it. Depending on the situation, some approaches will work better than others. If your strength is exceptional, perhaps due to the effect of a magic spell or item, or if you are riding a mount, you can use a larger weapon than you normally could.
The skill compare is an excellent tool for evaluating weapon size, accuracy, damage, etc.
You can also deliberately try to wield a weapon in fewer hands than is comfortable -- a process known as "forcewielding" -- but this sacrifices some of the weapon's benefits, mostly accuracy and damage.
Every material has its own strengths and weaknesses. In terms of weapons, there are a few things to consider.
Some materials (mostly metals) make very heavy weapons, while others (such as gemstone and glass) make lightweight weapons. Heavier weapons are harder to wield, but cause more damage when they hit. On the other hand, light weapons hit more often but pack less of a punch.
Some materials are harder than others. Soft weapons break easily, and will need to be repaired often -- or replaced. Harder materials, such as titanium and diamond, don't lose their edge as easily and can parry attacks without taking as much damage. If treated well, these weapons can last for many battles before breaking.
Like many other magical items in the world of BatMUD, a magical weapon can aid you in many ways. It could affect your stats, making you stronger or healthier, or grant you bonuses to certain skills, allow you to heal faster, or any other number of effects. However, these benefits are not unique to weapons.
A truly special weapon is recognizable by the red glow it gives off. Such weapons have all-around bonuses in combat, hitting more often and causing more damage. Depending on the power of the magic in the weapon, it could cause more damage than its physical form would normally allow. Even a simple dagger can be enchanted to hit harder than a nonmagical greataxe!
In addition, many weapons have the ability to cause different types of damage. You might find a flaming sword that inflicts fire damage, or a mace that drips with acid. Many monsters are tough, and their armour reduces the effect of mere "physical" damage. In particular, the non-living bodies of undead monsters are notoriously hard to damage, since they don't feel pain and don't bleed. Such "bonus damage" weapons can injure them far more easily than a nonmagical weapon.
So choose your weapon, or weapons, carefully. It could be the difference between victory and defeat!